Multiscale is kinda understandable, it was added in gen 5 and no additional research in damage formula was made, we all just assumed that it applies the same way old modifiers apply, so maybe we put this modifier in different spots in our formulas...
But why results without Multiscale differ is beyound my understanding. I remember finding an error in old version of masara's calc (he forgot one rounding), I have no idea if it's fixed now.

Scenario with Multiscale:
Assuming Multiscale applies the same way Filter and Solid Rock do (this needs research however), we simply need to divide numbers above by two (and round down of course)
Without LO: 169 - 201
With LO: 220 - 261

Yeah, all the new BW items and abilities I had to guess where to add it to the formula, so they might be in the wrong place resulting in small rounding errors. When a sexy researcher publishes the full formula for this gen I'll definitely fix everything, but until then things like Multiscale and Sheer Force may or may not be off by a point or two.

I think the most useful part of it is deciding what EVs / Moves are most useful for each set. Would it be possible to get it to run a comparison between two pokes at tell you the pokes which one 1HKO's compared to the other (so you could compare say Scald vs Surf) and also 2HKO's. Again I have no idea how easy it is to do so if it isn't just say so and I won't mind.

I was also curious if it was worth implementing things like Leftovers into sets for damage done, given that they heal that much off.

I've added a couple of new features to the mass calcs recently. There are two checkboxes down at the bottom now that let you customize how the results come out. Checking the first one (Strict) removes from the results any Pokemon that don't actually qualify for the tiers you've selected; no more Alomomola and Shedinja wasting space on your OU mass calcs, for example.

The second is the long-awaited Copypasta! When this one is checked, the results will come out as plain text that you can easily select, copy, and paste straight to the forums/chat/etc. The format is still a little ugly, so I'm open to suggestions there, but hopefully this will make the calculators easier to use for general discussion. Enjoy!

I've added a piece to the 1v1 (manly) calculator that gives you the % chance for your attack to OHKO, 2HKO, or 3HKO, factoring in Stealth Rock, Spikes, Leftovers, and weather damage, plus abilities like Poison Heal and Ice Body. You can set the entry hazards and weather status in the box on the right side.

Also, I seem to be approaching my bandwidth limit for the month on that domain, so if people could start using this mirror (lol) instead for a while, that would be great.

Well, if you try and put Pokemon such as the reintroduced Gligar, Murkrow, and Misdreavus, or even Munchlax, they're put as level 100 by default. Some work perfectly, they're instantly put at level 5 (Mienfoo, Chinchou, Staryu), and some don't, such as the ones I mentioned.

This may just be my computer, but I can't access it currently. I believe that the internet free hosting service is rejecting me, but I'm not sure. If it's something that's fixable, that would be great, because this is the easiest and best damage calculator out there (at least for me) and I'm really annoyed by the formatting of some others.

(EDIT: disregard this post. I hadn't noticed the mirror you posted. Sorry.)

Thank you so much for this calculator, it's absolutely incredible. By the way, is there any way you can make a filter between special and physical attacks? It would be a lot easier to build a physical Gliscor spread without having to search through all of the Surfs and HP Ices.

It seems to be working for me. Are you sure the power wasn't maxed out already? If you're doing something like Ferrothorn vs Sharpedo, the +2 won't matter because Gyro Ball is already at full power against +0.

I'll add things like burn, Helping Hand, and spread move power reduction in doubles eventually. I know those things are missing, I just haven't gotten around to it.